uniform int layer; #ifdef GL_ES uniform sampler2D skinning_tex; #else uniform samplerBuffer skinning_tex; #endif layout(location = 0) in vec3 i_position; layout(location = 3) in vec2 i_uv; layout(location = 6) in ivec4 i_joint; layout(location = 7) in vec4 i_weight; layout(location = 8) in vec3 i_origin; #if defined(Converts_10bit_Vector) layout(location = 9) in int i_rotation_pked; #else layout(location = 9) in vec4 i_rotation; #endif layout(location = 10) in vec4 i_scale; layout(location = 12) in ivec2 i_misc_data_two; #if defined(Use_Bindless_Texture) layout(location = 13) in uvec4 i_bindless_texture_0; layout(location = 14) in uvec4 i_bindless_texture_1; layout(location = 15) in uvec4 i_bindless_texture_2; #elif defined(Use_Array_Texture) layout(location = 13) in uvec4 i_array_texture_0; layout(location = 14) in uvec2 i_array_texture_1; #endif #stk_include "utils/get_world_location.vert" out vec2 uv; #if defined(Use_Bindless_Texture) flat out sampler2D tex_layer_0; flat out sampler2D tex_layer_1; flat out sampler2D tex_layer_2; flat out sampler2D tex_layer_3; flat out sampler2D tex_layer_4; flat out sampler2D tex_layer_5; #elif defined(Use_Array_Texture) flat out float array_0; flat out float array_1; flat out float array_2; flat out float array_3; flat out float array_4; flat out float array_5; #endif void main() { #if defined(Converts_10bit_Vector) vec4 i_rotation = convert10BitVector(i_rotation_pked); #endif #if defined(Use_Bindless_Texture) tex_layer_0 = sampler2D(i_bindless_texture_0.xy); tex_layer_1 = sampler2D(i_bindless_texture_0.zw); tex_layer_2 = sampler2D(i_bindless_texture_1.xy); tex_layer_3 = sampler2D(i_bindless_texture_1.zw); tex_layer_4 = sampler2D(i_bindless_texture_2.xy); tex_layer_5 = sampler2D(i_bindless_texture_2.zw); #elif defined(Use_Array_Texture) array_0 = float(i_array_texture_0.x); array_1 = float(i_array_texture_0.y); array_2 = float(i_array_texture_0.z); array_3 = float(i_array_texture_0.w); array_4 = float(i_array_texture_1.x); array_5 = float(i_array_texture_1.y); #endif #ifdef VSLayer gl_Layer = layer; #endif vec4 idle_position = vec4(i_position, 1.0); vec4 skinned_position = vec4(0.0); int skinning_offset = i_misc_data_two.x; for (int i = 0; i < 4; i++) { #ifdef GL_ES mat4 joint_matrix = mat4( texelFetch(skinning_tex, ivec2 (0, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2 (1, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2 (2, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2 (3, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0)); #else mat4 joint_matrix = mat4( texelFetch(skinning_tex, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4), texelFetch(skinning_tex, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 1), texelFetch(skinning_tex, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 2), texelFetch(skinning_tex, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 3)); #endif skinned_position += i_weight[i] * joint_matrix * idle_position; } vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w)); vec4 world_position = getWorldPosition(i_origin, quaternion, i_scale.xyz, skinned_position.xyz); uv = i_uv; gl_Position = u_shadow_projection_view_matrices[layer] * world_position; }